There are lots of area bosses that's tied to quest and it's punishing for someone who play this game casually to progress as people are camping the area bosses for NX. I may only play for maybe 30 mins to 1 hour at a time to have some fun but the campers are camping all the area bosses leading to no bosses available for me to clear my HP quest. I understand the original GMS doesn't have this problem, but they also doesn't have any HP quest that are tied to these bosses, as well as doesn't have the incentive on NX. If we are doing this then there should be a cap so that hardcore player don't go and wipe 20 channels worth of bosses every 2-3 hours and stop casual player from progressing? Otherwise, change the quest line to be a tradable item drop from these bosses. At least the farmer can sell it and casual player has the choice to just buy it off them instead of having no chance of proceeding the quest due to the limited playtime.
Understandable, I spent several hours camping and changing channels in order to kill most of the area bosses needed for the HP quest, however adding a tradable item drop for each and every single one of them is probably too much work so I don't think it's a reasonable solution.
In that case, maybe increasing the variance might help. Instead of +-20%, making it +-50% and make the spawn time more unpredictable. If there's no one killing then the area boss will still stack across channels in the estimated time frame, but if there are player who are really keen on clearing the quest then this variance will have a better chance for the player who are trying to clear the quest since the hardcore farmer will have a harder time to snipe everything.
1. If you can find any area boss you want by just playing 30-60min then the game would be too easy. 2. There is not one single person who is able to farm these bosses. This point is tied to 3. 3. 20% variance already means a 3h boss could spawn at 2h24m in or 3h36m in, meaning it's almost impossible for one person to clear every channel. 4. An event has just started means you're competing with more players. Tldr: you have to work harder for stuff - other players are spending many more hours a day and maplestory is a Korean grind mmo.
I haven't had too much trouble finding area bosses. The range in time helps a LOT, so I don't really see a problem here.
any problem related to pricks camping area boss maps for 100 nx can be solved by changing those maps to daily entries like Chao and Ephenia. easy. the olaf questline is already terrible depending of the class you play or just your gameplay duration. it doesn't have to get worse because of the players.
I'd argue that the difficulty of a boss should be actually fighting the boss, not finding the boss. Having to channel surf or come back later doesn't add difficulty, it just adds time. It's like saying the pet speed quest would be a bigger challenge if you had to find ten pieces of paper instead of 5. Old school maple isn't trying to be a difficult game (if it were, there'd be cooldowns on potions and healing skills). That being said I've never had much issue finding any boss for a quest except blue mushmom. I think the variance on spawn times is working as intended for the most part, although sometimes you can have several boss hunters tracking the same boss. I wouldn't be opposed to more variance either, to help people who play during events and peak hours.
Totally agree. Artificial “difficulty” by time gating stuff is not difficulty. That’s what modern MS ended up with, forcing dailies by handicapping players with limitation because it’s the easiest to execute. Increasing variance will not affect the overall economy since the median spawn time will still be the same. NX hunter will have to do more work to snipe everything while casual will have better odds of getting random spawn. Particularly during this new patch/event season and deterring the camper would help a lot. Using orange mushmom as example - it tends to deter the camper from farming because it requires more work to rerun into the map each time, leading to more opportunity cost for other area bosses where you can just cc and snipe it in a couple second. Even though the time variance is the same, adding friction did helps a lot for deterrence.